[ Reviewed by: Vigil ] - [ Date: Sunday,
11th March, 2001 ]
Special note: I playtested this level shortly
before it was released. I commented on the
gameplay and gave the author ideas. That's
it.
Released over 6 months after his previous
SPQ level, Egyptian Myth, Charmhood is a
slightly different SPQ level. Instead of
normal SP progression, Charmhood is based
on a deathmatch level. Unfortunately this
is its downfall.
Let us begin with the visual part though.
Kona has used a very different texture set,
combining green and white. Just look at
the screenshots to see what I mean. The
architecture is well constructed and looks
very solid. It is definitely more impressive
than Kona's previous works. The layout consists
of one main atrium, a hub of sorts and 3
adjacent rooms. There are 3 different levels,
with staircases connecting them.
With 63 monsters packed into a very small
level, you'd think you'd be fighting for
your life. The mission here is to collect
the 4 runes, which are located in the adjacent
rooms, excluding one. Packs of monsters
are teleported in, once you've defeated
the previous pack or managed to get a rune.
All medieval monsters this time, too bad
the Snakeman isn't included. The combat
is made easier by all the ammo. There's
just so much of it! Health is fairly plentiful
too, I had constantly more than 50 health.
Every weapon is available, no duplicates
this time. The RL (Rocket Launcher) is the
weapon of choice once you acquire it, because
of the sheer amount of rockets. Before that,
you'll be using the SNG (Super Nailgun),
which you get right at the start, even before
any monsters teleport in. Surprisingly,
the combat is made easier because of the
layout. You can duck behind the many pillars
and one corridor especially is a good place
to retreat to. From there, you can launch
quick attacks, killing a few monsters before
retreating again. Also, killing Shamblers
and Vores is much easier when you do it
from a ledge above them. No secrets.
The main problem with this level is of
course the layout. The normal SP progression
just isn't present. It’s a shame that
Kona didn't use the textures to create a
full SP level. And because there are so
many enemies, slower computers may have
problems near the end.
Overall? Good-looking level, but in the
end, it's just a DM level with monsters.
Certainly I have seen worse efforts, but
I suggest you look at other levels before
this one. |